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Mechwarrior: Living Legends Is Not Dead...
#381
Posted 19 August 2015 - 08:31 AM
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#382
Posted 19 August 2015 - 02:07 PM
wait, what? Seriously?
#383
Posted 20 August 2015 - 08:11 AM
#384
Posted 20 August 2015 - 08:39 AM
Raven IIC, on 10 July 2015 - 03:08 PM, said:
I always respected that MW:LL maps were more about geography and less about an arena with 'earth walls' instead of just making it like TF2 lol.
MW:LL maps feel real, MWO's still feel like you are in a game.
#385
Posted 21 August 2015 - 07:43 AM
ID = Avatar heavy mech.
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The Avatar is a jack of all trades IS mech not really geared for any particular job or role. Most variants are fitted with weapons for ever situation with a few being geared towards other rolls. Most variants carry jump jets to add to the advantage of a Avatar heavy mech making it a heavy weapons mobile platform. Even more so some of the variants mount advance electronics to assist it self and allied forces leaving its only one weakness and that is armor. It is probably as fragile as the Clan Hellbringer in this regard. But the ability to jump does give it an advantage.
Prime: The prime shows off its jacks of all trades capabilities. armed with weapons for all ranges and advance electronics The only thing this particular variant can not do is Jump. Armed with 2 LRM-10 racks for long range support. As the target closes it the prime can bring in 2 ML and 2 MXL Finally for close range and BA defense it mounts a LBX-AC10 and 2 machine guns giving it weapons for all ranges. On the electronics side the Prime has fitted a C3 radar for target sharing info and a BAP to increase its sensor range. A real jack of all trades.
A: Another do it all kind of variant. The only different here is that it trades a little close range firepower for long range. This variant is fitted with 2 LRM-5 racks, 1 ERPPC and 1 Gauss rifle for long range which in its own right is a good amount of long range damage. For entering into medium range and for BA defense the A mounts a pair of ERML and 2 machine guns. Tho it strips away the C3 and BAP it is replaced by JJ.
B. AKA the "Flying Red" This is a pure energy boat allowing it to work away from supply lines far longer then any other variant. However its huge heat spike from the output means mech warriors need too alternate firing regularly. Armed with 3 ERLL for long range and 5 ERML for medium range. the B can give out a nasty punch to any thing in its sight. Fitted with JJ for extra mobility Heat is a issue with this one.
C: A medium range DOT config. The C is armed with weapons to hit hard and fast. This variant is armed with a pair of RAC-5's which alone can cause huge damage to a target due to there rate of fire. Backing up these are 2 SSRM-6 packs and a pair of ML. 4 extra tons of ammo allow the mech to stay in the field long and in the inclusion of improved JJ further improves its mobility on the field.
D: AKA the Fallschirmjager. This variant is build for brawling and packs some hefty weapons for the job. Armed with 4 ML , 2 DSRM-4 packs and a single AC20 backed up by 3 tons of armor and improved JJ the D variant is perfect for getting in close and letting them have it. Altho powerful pilots must be aware of its lack of armor and should not lead attacks or go in un supported.
E: Another Medium range fighter. This one is fitted with MASC allowing it to quickly close the distance so it can bring its guns into range. When in range the E can unleash a pair of MRM-20 racks that can do huge amounts of damage if the missiles strike the target. To back up these weapons. The E also carries 2 MPL and 2 LL to keep it fighting after the racks have run dry.
F: A similar take to that of the prime the F also goes with the weapon for every range approach. Armed with a LRM-15 rack for long range. 4 ERML and 1 UAC-10 for medium range and finally a SRM-6 pack for close range. It can engage at any range making it a versatile tool on the field. To make it even more dangerous this variant runs a GECM package allowing it to move and strike undetected. A single free ton grabs extra ammo to missiles or ballistics.
G: Probably the rarest of them all. the G is a mixed bag of weapons but does a similar role to the prime and F for a weapon for every situation. for long range the G mounts 2 RAC-2 cannons and 2 PPC's as it ventures closer these are backed up by a pair of ML and 2 SRM-2 packs. 2 Free tons allow it to keep the RAC's firing longer.
#386
Posted 22 August 2015 - 05:38 AM
ID = Summoner heavy mech.
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The summoner was designed to be a fast mobile attack platform with a basic weapon design that was limited yet effective. While the Summoner does not carry as much firepower as other mechs. It does have great mobility with all variants coming equipped with some form of Jump jet. Making it suited for brawling and poptarting. However due to its lack of many weapons Summoners generally can not brawl one on with with other heavy mechs with larger weapon load outs and is advised pilots use the advantage of its mobile nature to damage and or destroy their target.
Prime: Built to operate at any range the prime operates the best at long range where it is only 1 of 2 variants armed with LRM's. Its load out consists of a CLRM-20 rack supported by a CERPP for long range firepower. As the target ventures closer a single CLBX-AC10 can come into play and if need be a pilot can dumbfire his LRM 20 up close to add some more punch. Backed up by only a single ton of ammo this variant is best used for hit and fade. The prime has improved JJ.
A: A variant goes in for head long attack. Geared with weapons build for medium to close range and still retaining its Improved JJ in the right hands a brawling Summoner can still be dangerous. Armed with 1 CLPL , 1 CUAC-20 and a CDSSRm-6 pack with 3 tons of reloads for the weapons this variant can operate some time with out rearming.
B: Built for long range engagement. This variant is armed almost entirely with long range direct firepower. It is geared with 1 CATM-9 launcher and a CGauss rifle for long range. 200 meters in a CHLL is added to the mix. While giving the B good firepower if a target does close to far the CATM-9 will not be of any use leaving only a Gauss and LL to defend it self. 2 extra tons of ammo and improved JJ round off the variant.
C: Geared to operate at long range. The C makes use of direct and in direct fire support for its prime role. Armed with a CLRM-20 rack supported by a CERPPC it has a similar take to the prime. But the LBX-10 has been replaced by 2 CERLL while giving it greater firepower also heavily increases its heat output. Also to compensate for its improved firepower its Improved JJ have been downgraded to regular JJ. However a BAP was fitted onto it extending its radar. Finally a single ton of ammo keeps the LRM-20 firing longer.
D: A close range assault variant. The D focuses purely on short range firepower. Armed with a CDSRM-6, 2 CMPL and a large CLBX-AC20 with 2 tons of extra ammo allow this variant to eviscerate any one who will over look it. To give it a added bonus to allow it to get up close the D is fitted with a GECM system to hide its approach. Finally it has had its Improved JJ returned.
E: A sniping poptart variant. the E makes use of only two weapon types making it not hard to operate but hard to hit the target. Armed with 2 CERPPC an 1 CGauss rifle this variant is build for sitting behind lines and nailing enemy with a wave of deadly firepower. Combined with its jump jets it can act as a deadly poptart platform. However combined with the high heat of its weapons it can not be done very often. One extra ton of ammo supplements the Gauss rifle.
F: Another close to medium range fighter. bearing similarity to that of the D the F makes use of greater firepower for the sake of downgrading the JJ, lack of GECM and higher heat output. The F is armed with 1 CDSSRM-6 pack , 1 CHLL and 1 CLBX-AC20 with 2 tons extra ammo. Giving it dangerous close range firepower but at a steeper cost.
G: A long range variant. The G is armed only with missiles and energy based weapons and is purely geared for long range. The G is armed with 3 CERLL giving it great damage far out. To back this up it packs a large CATM-12 rack with a single ton of reloads. This also makes the G a great anti air cover unit as the ATM's are well suited for bringing down Air assets. However it can be rather hot thankfully it has had its improved JJ returned.
#387
Posted 22 August 2015 - 06:41 AM
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#389
Posted 24 August 2015 - 01:09 AM
ID = Warhammer heavy mech.
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The Warhammer is a robust IS heavy mech suited for fighting in any condition and with the ability to take a punishment on its own as well as deal it right back. The Warhammer packs good firepower , decent speed making it good heavy mech of choice. While not carrying as much firepower as a Avatar it makes up for this by armor giving it longer staying power. However it does have its draw backs. Which are being its lack of Electronics on most variants and also the use of SHS on most of the variants. Other from that the Warhammer can hold its own against others in the field pretty nicely.
Prime: A mech build for all situations the prime is armed with weapons for multiple range fighting as well as having some advance electronics giving the prime lots of versatility. Armed with a pair of PPC for long range engagements these are backed up 2 MPL , 2 SMPL and finally a single SRM-6 making the prime almost energy based giving it longer field time. The prime is fitted with a BAP and GECM to allow it to move undetected while watching enemy movements. Finally for missile defense the prime is fitted with a single LAMS.
A: And extreme long range support variant. The A is built for one role only and that is long range support. It is armed with 2 Light Gauss rifles which alone can reach 1200m punching holes in assets. To further back it up it is armed with a ELRM-15 that can fire out to 1500m. For BA defense the A mounts of pair of Machine guns. 3 tons of extra ammo round off the weapons for the mech. To help it in its range duties the A is fitted with a GECM to keep it hidden as it strikes from a far. Helping it spot targets for its long range weapons it is fitted with a BHP extending its radar to 1400m. however being a pure range asset it is advised to not engage in direct confrontation.
B: The B is a low tech direct firepower version. While the B does not mount advance weapons like other variants it does bring hard hitting firepower. Build for medium range the B is armed with 2 AC-10's backed up by a MRM-30 rack. Finally for BA defense it has 4 machine guns. 3 tons of extra ammo round off the build. As a bonus the B is fitted with a LAMS system and GECM package to help it close the distance undetected.
C: A pure close range fighter. The C makes use of purely close range weapons while leaving it a easy target it in the open up close it is a nasty bruiser. Armed with a pair of LBX-10's 1 DSRM-6 , 2 ML and 2 SML the variant can lay down the firepower in rapid succession to round it off it does mount a single LAMS an 1 extra ton of ammo. However with out any advance electronics pilots need to be careful about positioning.
D: Loaded for bear this variant packs a entire arsenal of various weapons. The D is armed with 1 LRM-15 rack,1 ERPPC and 2 AC-2's for long range firing as it closes in these are backed up by 1 UAC-10 and 2 ML. While it mounts a massive amounts of various weapons it does indeed pack a lot of firepower for a Warhammer. However due to its number of weapons it is a rare sight as most pilots prefer simpler load outs.
E: Long range heavy hitter. This variant is built with sniping in mind. Armed with a pair of ERPPC's and 1 Gauss rifle the combination provides a hard punch at 900m to any asset on the receiving end. Back it up are a pair of ERML and 1 ton for the Gauss rifle reloads. However with only 3 DHS the E does suffer from heat issues requiring the pilot to monitor his fire rate.
F: A DOT powerhouse. Bearing to a similar load out of that of the Avatar the F makes use of a pair of RAC-5's as its main weapon able to lay down good damage. backing these weapons up is a single LBX-10 an 2 ML which help it out if the RAC's Jam up or to simple add to its punch. Geared with a single LAMS system and 4 extra tons of ammo the F is a good variant to use. Pilots must just be aware of the heat of the RAC's as not to Jam are the wrong moments.
G: A fast firing medium range attack variant. the G is armed with a pair of UAC-10's with there rapid fire they alone can put out a lot of damage on a target in a short space. Backing them up is a SSRM-6 pack and 2 ERML. Finally to keep its guns firing longer 3 extra tons of ammo are set ready for it. While it lacks a bit of firepower compared to the. C it makes up for it by its fire rate.
#390
Posted 25 August 2015 - 01:57 AM
ID = Nova cat heavy mech.
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The Nova cat to sum it up is a Clan Awesome. Focused almost exclusively on energy load outs this makes the Nova cat have long field time then most other heavy mechs. However due to its energy heavy nature heat becomes a issue if pilots are not careful. Another draw back to the Nova cat is that its weapons are all situated on the arms making disarming a Nova cat not that hard of a task. However at range the Nova cat proves to be a real threat with huge am amounts of firepower from far away. Just like the Awesome they are excellent at attrition war where they can bleed the enemy dry of ammo.
Prime: Pure energy the Prime makes use of some really powerful energy based weapons. Armed with 3 CER LL an 2 CERPPC this gives the prime massive long range punch for its size. However due to the heavy heat build up sustained fire can not be kept. It also suffers in close range where it simply can not keep up the fire rate to deal with other mechs.
A: Laser vomit in whole. the A does away with the 2 CERPPC an replaces them with another 3 ERLL bringing its total up to 6 CERLL giving it huge long range punch. However just like the prime the A suffers huge heat spikes during continues fire.
B: A quick fire model. This variant changes its long range and goes more for medium range. Armed with 4 CLPL these rapid fire weapons can quickly deal out the damage. However like before heat is a major issue for the Nova cat. To help it close the distance to use its weapons the B is fitted with MASC.
C: Breaking its normal pure energy trait the C makes use of ballistic weapons as well. It is armed with 2 CUAC-5's 1 CLBX-AC5 an 2 CLPL. While over all less damage it runs much cooler then other variants. Also giving it a very high rate of fire. Backing up the ballistic based weapons are 2 tons extra ammo.
D: Another energy power house. This variant makes use of some of the most dangerous energy weapons heavy lasers. The D is armed with 2 CHLL lasers and 2 CLPL giving it great damage for once again high heat output.
E: A mix of long range and close range fighting. The E packs weapons to handle any situation but like its previous variants still suffers large heat problems. Armed with 2 CERPPC for long range and a CUAC-20 for close range this makes the E dangerous encounter. 1 ton of ammo can be loaded to keep the UAC-20 firing longer. To help it close the distance the E is fitted with MASC and is the only Nova Cat that has a GECM system.
#391
Posted 26 August 2015 - 01:33 AM
ID = Thanatos heavy mech.
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The Thanatos is a front line attack heavy mech with enough weapons , armor and speed to rival any thing clan forces have. Build to carry lots of weapon systems , advance electronics and Jump jets. It is all kinds of mechs mashed into one to create a power house mech. However the Thanatos does suffer from its extremely wide frame making it a easy target for enemy forces. Also most of its hardest hitting weapons are situated in its arms making it sort of easy to disarm or atleast down grade its threat rating. Regardless the Thanatos is a robust heavy mech capable of even taking on some assault mechs.
Prime: An all rounder. There is nothing this mech can't do. Fitted with all ranged weapons , electronics and jump jets It is a real work horse. Armed with 1 ERLL, 2 ERML , 1 MPL and 1 MRM-30 it carries weapons for all ranges. A extra ton of ammo keeps the MRM firing longer. It also packs extensive electronics Fitted with a C3 radar , GECM and JJ this variant can also perform poptarting , information warfare and hidden attacks. Its only draw back is it does not pack as much firepower as its other variants.
A: One of the most deadly variants on the field. The A reduces some of its range for sheer firepower it has also had its C3 removed, however the A is armed to the teeth. 4 ERML and 1 HGauss rifle give it a lot of damage for its punch. The HGauss alone can be a deciding weapon. Backing this up is 2 tons of reloads allowing the A to be in combat much longer. The A still retains its JJ an GECM system to help it get in range of its guns. However pilots must protect its left arm as it is where the HGauss is mounted.
B: An alternated version of the A the B changes its weapons a bit but keeps a similar role to that of the B. It does mount better back up weapons but for its price its GECM system has been removed. Armed with 2 ERML and 2 ERLL it does increase its back up firepower a lot. Finally the HGauss has been downgraded to a Gauss rifle still giving it a good punch all out to 900m. 1 Extra ton of ammo is on hand for the Gauss rifle. The B still keeps its JJ.
C: Up close and personal. This variant is geared directly to brawling and its equipment reflect this. Armed with 1 DSRM-4 pack , 2 Flamers , 3 SML and a UAC-20 This variant can also prevent an enemy return fire with its flamers while it self bashes away at its target with the rest of its guns. To help it close in and remain hidden while doing so the C is fitted with MASC and a GECM system. However it does lack JJ.
D: AKA the "bully" the D is another power house up close. Making use of different weapons and lacking the MASC system of the C variant. Armed with 3 MPL , 1 DSRM-6 pack and 1 LBX-AC20 with 3 tons of reloads. This unit can most certainly bring some pain if it can get in range. To help it to do just that it is also fitted with a GECM system.
E: A rare sight the E packs some good firepower but is difficult to use. The E mounts 1 ERPPC , 3 ERML and a large MRM-40 rack. It comes backed up with a single LAMS and 1 extra ton of ammo. While the MRM-40 is a heavy hitting weapon it is difficult to use requiring the pilot to know when an what to shoot at. To mount this array of weapons the E has had its GECM stripped an replaced with a BAP system.
F: Geared for long range support the F is not a front line mech as its original construction. Armed with 2 UAC-5 , 1 ERPPC and 1 LRM-20 this mech is build for a support role where it can sit behind and provide direct and in direct fire support for allied forces. Brawling should be avoided at all cost. 2 extra tons of ammo can supplements the ammo based weapons. ITs lack of electronics further encourage the need to stay away from direct combat.
G: A damage over time variant. the G makes use of fast firing weapons to grind its targets down. Armed with 3 MXPL , 1 DSSRM-4 pack and a single RAC-5 while it lacks in punch it makes up for rate of fire. 2 extra tons of ammo keep the weapons going. While it may suffer in alpha striking it can out last a mech but its sheer rate of fire. To help it a little more this variant comes with Improved JJ.
#392
Posted 27 August 2015 - 04:33 AM
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#393
Posted 27 August 2015 - 04:56 AM
#394
Posted 27 August 2015 - 05:01 AM
http://forum.mechliv...p?topic=19022.0
Also make sure you extra it with 7 zip
Edited by Kh0rn, 27 August 2015 - 05:02 AM.
#395
Posted 27 August 2015 - 05:36 AM
#396
Posted 28 August 2015 - 02:26 AM
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#397
Posted 30 August 2015 - 01:01 AM
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#398
Posted 30 August 2015 - 01:54 AM
#400
Posted 30 August 2015 - 08:22 AM
Kjudoon, on 30 August 2015 - 01:54 AM, said:
Servers are up yes.
Do you need the game. No not any more.
http://forum.mechliv...p?topic=19022.0
^ Download
http://forum.mechliv...p?topic=20422.0
^ Gamespy fix
Edited by Kh0rn, 30 August 2015 - 08:24 AM.
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